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Monday, 13 July 2015

Hi guys. I haven't been on this blog for awhile, but now I'm back with a new article :)
With the release of the new Bermuda Triangle clan booster for Japanese meta, the new stride-harmony based deck is looking very strong in recent testings.
Before saying anything else, I think I should explain the concept of Harmony.
Harmony is a new mechanic created in the game, so far exclusive to the Bermuda Triangle clan. I'm a little lazy to explain here, so you guys can go read on this link:
http://cardfight.wikia.com/wiki/Harmony

The G3sMiracle Voice, Lauris[AUTO](VC/RC):Harmony(When another of your units is placed on the same column as this unit, both units are in Harmony state until end of turn)[AUTO](VC)[1/Turn] Generation Break 2(This ability is active if you have two or more face up G units in total on your (VC) or G zone):When this unit becomes Harmony state, choose two of your units, they get [Power]+5000 until end of turn, and this unit gets [Critical]+1 until end of turn.[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, choose one of your rear-guards, and return it to your hand. If you return a unit this way, draw a card.Diligent Girl, Riddhe[AUTO](VC/RC):Harmony(When another of your units is placed on the same column as this unit, both units are in Harmony state until end of turn)[CONT](VC) Generation Break 1(This ability is active if you have one or more face up G units in total on your (VC) or G zone):During your turn, this unit gets [Power]+5000 for each of your units in Harmony state.[AUTO]:[Counter Blast (1) & Soul Blast (1)] When this unit is placed on (VC), you may pay the cost. If you do, look at five cards from the top of your deck, search for up to one card with Harmony ability from among them, reveal it to your opponent, put it into your hand, and shuffle your deck.Little Princess, Himari[AUTO](VC/RC):Harmony(When another of your units is placed on the same column as this unit, both units are in Harmony state until end of turn)[AUTO](VC/RC)[1/Turn] Generation Break 1(This ability is active if you have one or more face up G units in total on your (VC) or G zone):[Counter Blast (1)] When this unit's attack hits a vanguard, if this unit is in Harmony state, you may pay the cost. If you do, choose one of your other rear-guards, return it to your hand, choose up to one card from your hand, call it to (RC), and that unit gets [Power]+5000 until end of turn. (Even if you do not pay the cost, this ability cannot be used for the rest of that turn)

Take a good look at these 3, and try to figure out a combo in your head, while I move on to the main techs of the deck that make it so powerful.

Strolling Weather, Emilia

[AUTO] Generation Break 1(This ability is active if you have one or more face up G units in total on your (VC) or G zone):[Counter Blast (1)] When this unit is returned to your hand from (RC), you may pay the cost. If you do, draw a card.[CONT](VC/RC/GC):Resist(This unit cannot be chosen by the effects of your opponent's cards)

Glitter of Yearning, Spica

[AUTO](RC) Generation Break 1(This ability is active if you have one or more face up G units in total on your (VC) or G zone):[Counter Blast (1)] When this unit attacks a vanguard, if this unit is boosted, you may pay the cost. If you do, choose one of your other rear-guards, return it to your hand, choose up to one card from your hand, call it to (RC), and that unit gets [Power]+3000 until end of turn.

Unprecedented Girl, Potpurri

[AUTO](VC/RC):Harmony(When another of your units is placed on the same column as this unit, both units are inHarmony state until end of turn)[AUTO](RC) Generation Break 1(This ability is active if you have one or more face up G units in total on your (VC) or G zone):When this unit's attack hits a vanguard, choose one of your other rear-guards, return it to your hand, if this unit is in Harmony state, choose up to one card from your hand, and call it to (RC).

Extraordinary Freshman, Shizuku

[AUTO](VC/RC):Harmony(When another of your units is placed on the same column as this unit, both units are in Harmony state until end of turn)[AUTO](RC)[1/Turn] Generation Break 1(This ability is active if you have one or more face up G units in total on your (VC) or G zone):When this unit becomes Harmonystate, look at five cards from the top of your deck, search for up to one grade 3 or greater card from among them, reveal it to your opponent, put it to your hand, and shuffle your deck.

Sweet Paradise, Manya

[AUTO](VC/RC):Harmony(When another of your units is placed on the same column as this unit, both units are in Harmony state until end of turn)[AUTO](RC) Generation Break 1(This ability is active if you have one or more face up G units in total on your (VC) or G zone):When this unit boosts, if this unit is in Harmony state, the boosted unit gets [Power]+4000 until end of that battle.

Important Phase, Reina

AUTO](RC):[Put this unit into your soul] When your vanguard attacks, if you have a grade 3 or greater vanguard with "Lauris" in its card name, you may pay the cost. If you do, draw a card, choose one of your vanguards, and it gets [Power]+5000 until end of that battle.

First Lesson, Akari

[AUTO]:Forerunner(When a unit of the same clan rides this unit, you may call this unit to (RC))[AUTO](VC/RC):Harmony(When another of your units is placed on the same column as this unit, both units are in Harmony state until end of turn)[CONT](RC) Generation Break 1(This ability is active if you have one or more face up G units in total on your (VC) or G zone):If this unit is in Harmony state, this unit gets "[ACT](RC):[Put this unit into your soul] Choose one of your other rear-guards, return it to your hand, and draw a card.".

School Etoile, Olivia

Stride(Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.[AUTO](VC):[Counter Blast (1) & Choose a face down card named "School Etoile, Olivia" from your G zone, and turn it face up] When this unit attacks a vanguard, if the number of face up cards in your G zone is one or more, you may pay the cost. If you do, choose up to five of your rear-guards. If all of the chosen units have different card names, return them to your hand. If the number of cards returned is three or more, choose up to two cards from your hand, call them to separate (RC) in your front row and back row, and this unit gets [Critical]+1 until end of that battle.

More combos forming in your heads now guys?

Spica and Olivia allows for extra attacks in a turn, and pressuring with Himari can possibly land another attack in the turn. Having Manya as a 10k booster in the same column as Himari is gonna make things a lot more pressurizing, with your opponent having to drop 15K shield every time you attack with that column. When done right, it's possible to have 6 attacks in one turn on the turn you stride Olivia. Here's how. Your field:

Assuming your opponent did not get any damage triggers during this whole combo, this is arguably the current best game-ender in Bermuda Triangle. Similar concept to Ethics Buster Reverse's "Infinite Hell", a counterblast 3 is kinda justifiable in this case.

The deck's defensive power is just as good as the offensive power. Lauris' on stride skill lets you bounce a unit, and draw a card, for 1 counterblast. If you bounce Emilia, it's a draw 2 for 2 counterblast. Reina helps you draw more during your battle phase, so you have more options to bounce and call different units throughout the battle phase. You can also use this when your Vanguard is Olivia, provided your Heart is Lauris, since the G unit inherits the name of the Heart.

Akari's skill lets you draw even more to boost your defensive capabilities. Assuming she is in Harmony state, use her to bounce Emilia, and net a draw 2 for 1 counterblast.

Shizuku's tech helps to filter the deck by finding you stride fodder and Himaris, increasing your handsize even more to possibly fool your opponent into thinking there's alot of shield in your hand(which there probably is from other effects).

For those of you sick of my babbling, here's a decklist for you to consider. I personally saw this deck in my past 3 shop tournaments, and died 2-0 in all of my match-ups against them.

I may not have mentioned Kukuri, but she is simply the G-era type negate, which lets you unflip if you guard with her and there is another copy of herself in the drop zone. Kura is one of those 5K soulblast 2 unflip 2 cards, which really is a must in this deck which eats up counterblast at the speed of light.

Amoris is the FC2015 RR if you're wondering, which is a good option for your first stride, letting you bounce 2 cards on the field the moment she appears.

Somni is the other good option for your first stride, as she is another pressure unit which lets you bounce one RG and call another, giving it 3K, if her attack hits the opponent's Vanguard.

Really, I've said all I can about this deck. It may be rather expensive to build due to the GR Olivias, and full foil G2 lineup, but this deck is so strong and so fun, you'll probably forget about the cost soon enough, and win enough tournaments to earn back the cost of your deck building. Go test this out for yourself and have fun Cardfighting everyone! :)

Sunday, 21 June 2015

Hi peeps. I'm back with a new deck that I would like to share. Don't ya worry about it being expensive. Cause it's not. Budget friendly & Strong. Really Strong. Without further a do below is the decklist :D

Piloting the Deck
The objective of this deck is to dish out huge middle columns every turn with guard restriction where your opponent is unable to guard with grade 1 and above. This means Sentinels are pretty useless and are dead cards for your opponent when having a match up against this deck. The rules to play this deck is quite Simple. As simple as 3 Steps.
Step 1.
Soul Charge Rapidly and accumulate as many souls. Preferably at least 6 by turn 3. Subsequently to 10 and then 15 souls.

Step 2.
Stride. Try to dish out the main threat. Gilles de Rais ASAP. Open criticals early game and late game.

Step 3.
Go for the kill. Break ride Echo of Nemesis over Dantarian to go for the kill if all other options Failed you. Pretty Simple isnt it?

Main Deck Tech

One who is Abhorrent, Gilles De Rais
Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[ACT](VC)[1/Turn]:[Choose a face down card named "One Who is Abhorrent, Gilles de Rais" from your G zone, and turn it face up] If the number of cards in your soul is ten or more, this unit gets [Power]+10000 until end of turn. Then, if the number of cards in your soul is fifteen or more, until end of turn, this unit gets "[AUTO](VC):When this unit attacks a vanguard, until end of that battle, your opponent cannot call grade 1 or greater cards from hand to (GC).". If the number of face up cards in your G zone is two or more, this unit gets [Critical]+1 until end of turn.

This is the bomb in the deck. For a simple condition of having 15 souls, he is able to deal 2 criticals with a meaning 36k power without boost is great. Your opponent would have to guard 40k for 2 trigger pass. Not to forget we have triple drive for a G4 stride units. Having a guard restriction makes it fantastic and need not having to pay any counterblast makes this card a total badass that kills your opponent instantly. This totally puts our notorious Bluish flames to shame.

Echo Of nemesis
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit attacks, if the number of cards in your soul is ten or more, until end of that battle, this unit gets [Power]+10000, and your opponent cannot call grade 1 or greater units from hand to (GC).
[ACT](VC):[Soul Blast (1)-grade 0 card] Soul Charge (2). This ability cannot be used for the rest of that turn.

This card is your backup finisher in cases where Gilles De Rais can't end the game for you. Its a great utility card where you can soul blast unwanted grade zeros to gain soul advantage. It has an easier condition to have its guard restriction of 10 souls which makes it a decent backup finisher. Having it to breakride would be enough to hit magic numbers of at least 31k. Your opponent would have to throw 30k (10k shields worth) to guard him for a 2 trigger pass. Another Notorious Card not to mess with either.

King Of Masks, Dantarian
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Dark Irregulars» rides this unit, choose your vanguard, and until end of turn, that unit gets [Power]+10000 and choose up to three of your «Dark Irregulars» rear-guards, and until end of turn, those units get "[CONT](RC):This unit gets [Power]+1000 for each «Dark Irregulars» in your soul.".
[AUTO](VC):When this unit attacks a vanguard, Soul Charge (1), and this unit gets [Power]+1000 until end of that battle.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Dantarian would be the best option to ride on grade 3. It can be a beast when break ride over. Giving Vanguard +10k and rearguards +1k for each card in the vanguard's soul. Which helps end the game when you ride a nemesis over it.

Soul Charge Engine

Squall Maker Vampir
[AUTO](RC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):[Counter Blast (1)] When this unit attacks a vanguard, if this unit is boosted, you may pay the cost. If you do, Soul Charge (2), and this unit gets [Power]+5000 until end of that battle.

Squall Maker Vampir has a neat effect that helps build up soul consistently every turn. He allows soul charge 2 every turn and +5000 making him a 15k guard column which effectively drain 2 cards from your opponent's hand. Compared to our Amon's Follower, Psycho grave, his ability is not once per turn and is automatic every turn whenever he is boosted to attack an opponent's vanguard which allow consistent building of souls. A pretty neat card engine to farm soul advantage and set up for the final turn.

Flying Librarian
[AUTO] Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):[Counter Blast (1)] When this unit is placed on (RC), you may pay the cost. If you do, Soul Charge (2). Then, if the number of cards in your soul is six or more, draw a card. Then, if the number of cards in your soul is ten or more, choose a card from your damage zone, and turn it face up.

Flying librarian is an ideal card that gives what DI is lacking of. It help overcome the weakness of having a low hand size and helps accelerate the soul count. however it does have a downside of having the weakness of GB1 and 8k base power which makes it a good unit to use for intercepting after exploiting its effect. This effect may be a double edged sword, having to draw an additional card may hasten your death as DI tend to deck out pretty fast with the new engine. Use it wisely :D

That's all I would need to explain. The rest are self explanatory. Do stay tune for more.

Tuesday, 26 May 2015

Hi folks, I apologise for the hiatus on the updates on this blog. Today I'll be sharing a kagerō fun deck that we can play in our locals.

Here is the decklist:

G4:

4x Flame Emperor Dragon King, Root Flare Dragon

4x Divine Dragon Knight, Mahmud

G3:

4x Heroic Saga Dragon

4x Dauntless Drive Dragon

G2:

4x Twilight Arrow Dragon

3x Berserk Dragon

4x Dragon knight, Emad

G1:

4x Lava flow dragon

4x Energy flame, Aethonic

2x Calamity Tower Wyvern

4x seal dragon, rinocross

G0:

2x gattling claw dragon (draw)

4x seal dragon, artpique (draw)

6x critical trigger

Starter:

Wyvernkid Ragra or Red Pulse Dracokid

Main Deck Tech

Heroic Saga Dragon

[AUTO](VC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone): When this unit attacks a vanguard, your opponent may choose one of their rear-guards, retires it, if he or she does not, during that battle, this unit gets [Critical]+1 and "[AUTO](VC):At the beginning of your damage step, if the number of guardian is one, choose one of your opponent's guardians, retire it, and that unit's effects with "cannot be hit" is nullified.".

[AUTO](VC):[Counter Blast (1) and Soul Blast (1)] When this unit is placed on (VC), you may pay the cost. If you do, choose one of your opponent's grade 1 or less rear-guards, and retire it.

This card simply negates sentinels and damage nullifier. The turn you rode this card, is enough to clear 2 of your opponent rearguards. Combo it with the notorious Dauntless Drive Dragon would be devastating. Firstly, it allows 3 rearguards to be retired and if your opponent do not have any rearguard to retire, they would unable to place a negate on the guardian circle which gives them limited choices of guarding using grade 2s, 1s and zeros. Dauntless drive gives this card the massive power boost that it needs to apply pressure on the opponent. And a restanding vanguard would mean trouble for your opponent if they ran out of cards to retire and cards from their hand to guard.

Dragon Knight, Emad

[AUTO](RC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):[Counter Blast (1)]: When an opponent's rear-guard in the same column as this unit is put in the drop zone due an effect from one of your cards, you may pay the cost. If you do, until end of turn, this unit gets [Power]+2000 and "[AUTO](RC):At the beginning of your damage step that this unit attacks, if the number of guardians is one, choose one of your opponent's guardians, retire it, and that unit's effects with "cannot be hit" is nullified.".

Similar to Heroic Saga Dragon, it had an effect that triggers the negation of nullifiers. Its condition is relatively easy to fulfil and kagero has loads of options of retiring rearguards such as twilight arrow dragon, berserk dragon, etc.. etc..

To pilot this deck is relatively simple:
Ride Dauntless drive Dragon. Stride every turn if possible each turn or you can break ride dauntless over dauntless to pressure and to drain your opponent shields. Push them to 4 to 5 damage if possible. Finale Turn with Heroic Saga break ride on dauntless. Clear their rearguards with removal cards such as berserk dragon, twilight arrow dragon. Swing for the win with a restanding Vanguard.

The deck is pretty linear with its strategy, straightfoward and simple to use for beginners. Not to forget it is wallet friendly as well with the exception of the 4x dauntless drive dragons. Until next time.

[AUTO](VC):When this unit attacks a vanguard, if this unit is in Legion, and this unit's [Power] is 30000 or greater, until end of that battle, your opponent cannot call grade 1 or greater units from hand to (GC).

[AUTO](VC):When this unit attacks a vanguard, if this unit's [Power] is 20000 or greater, until end of that battle, this unit gets "[AUTO](VC):When this unit's attack hits, draw a card.".

Hitting 30000 or greater is an easy task to fulfil in dimension police. Not to mention it triggers its other ability as well in conjunction with the guard restriction ability to restrict your opponent from guarding with grade ones and above.

This ability allows Sin Buster to filter out all the perfect guards from being placed on the guardian circle. Guarding a Sin Buster would cost the opponent 3 10000 shields would render a No Trigger Pass for the attack to go through. Not to also forget 2 more 10000 shields for 2 rearguard columns. This means they would need 3 cards to guard the vanguard and 2 cards for the rearguard to maintain not taking damage this turn. To cut the long story short, you would need 5 10000 shields guard all of its columns.

Normally people wouldn't bother to guard for Sin Buster which normally earns you the +1 hand advantage over your opponent which also makes them vulnerable to wild critical triggers that showed up during the drive check.

Consistency

This deck is consistent with its new support Metalborg, Barrengrader.
[ACT](VC):[Counter Blast (1) & Soul Blast (1)] Search your deck for up to one grade 3 card with the Legion ability, ride as [Stand], shuffle your deck, choose one of your vanguards, and it gets [Power]+3000 until end of turn.
[ACT](RC):[Soul Blast (1)] If you have a vanguard with "Metalborg" in its card name, this unit gets [Power]+2000 until end of turn.

This card has a special ability to superior ride a grade 3 unit with Legion ability which allows him to tutor out a Metalborg Sinbuster from the deck. Its cost of soul blast, allows him to set up for performing legion. By pulling off this combo, you easily filter out 2 cards from the deck if you are performing legion this turn.

His second ability allows the quick dumping of souls to the drop zone which helps assist Metalborg Sin Buster to legion with ease and to also hit for higher numbers.

Power Up Supports

Metalborg, Grass Cutter
[ACT](RC):[Put this unit into your soul] Choose one of your other grade 3 and grade 2 units with "Metalborg" in its card name, and those units get [Power]+3000 until end of turn.

Grass cutter has a decent effect of powering up 2 separate units, 1 of grade 2, the other of grade 3. Preferably you would usually use its ability to power up your legion to hit perfect numbers of either 33000 or 36000, it ability can also be used to buff rearguards as well.

The objective of this deck is to outlast your opponent and to hit high numbers with Sin Buster to prevent them from guarding, then pull crits to get all that damage through.

The key card to make Sin Buster work consistently is Metalborg, Black Doctor, a 10K booster for the Vanguard. The Legioned Vanguard is already 20K on its own, so a 10K booster would spike the power to 30K, instantly activating Sin Buster's skill.

Another notable feat of this deck would be the tagging of Commander Laurel as your rearguard. It turns sin buster to a beast which helps you gain massive card advantage over your opponent.

Stride

Hyper Metalborg, Heavy Duke
Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[AUTO](VC):[Counter Blast (2)] When this unit attacks a vanguard, you may pay cost. If you do, until end of that battle, this unit gets "[AUTO](VC):When this unit's attack hits a vanguard, draw a card for each of your heart cards.". Then, if you have a heart card with "Metalborg" in its card name, until end of that battle, your opponent cannot call grade 1 or greater cards from hand to (GC).

Heavy duke would be the real beast of the deck, unlike Sin Buster, it doesn't need to be at 30k power to have its guard restriction. It also has the added draw for each heart it has. This is just to rub the salt to the wound after pressuring with Sin Buster. This card allows metalborg to overextend its shenanigans and gives you a net +2 advantage when this card hits your opponent's vanguard. Coupled this with the Notorious Commander Laurel would just made this card an unrivalled monster. Giving a +10 handsize advantage if your opponent is ever going to let him hit the vanguard twice.

In short, this deck is pretty straight forward to use and its pretty monstrous too with the pressure it puts on the opponent.
Signing off,
Khai

Disclaimer
Note: I don't own any of the images above. Credits to their respective owners and Bushiroad Inc.

Sunday, 26 April 2015

Continued from part 1, I'll talk about the main strides of clans featured in FC2015, giving you guys a brief overview of how the card works, and how to synergize it with the respective decks. Now, let's get started.

Beauty of Light Snowfall, Shirayuki[AUTO]:When this unit is placed on (VC), choose one of your heart cards, search your deck for up to one card with the same card name as that card, call it to (RC), shuffle your deck, at the end of that turn, if you have a heart card with "Shirayuki" in its card name, return the unit called with this effect to your hand, choose a card from your hand, and discard it, if you do not have, put the unit called with this effect on the bottom of your deck.Obviously, this card works with Shirayuki. The best card to run it alongside with is the break ride. Most people would think you're getting no pluses out of this, but think about it carefully. You're throwing away 1 card, maybe a useless fodder, to minus 20K from one of your opponent's attacks next turn. It's essentially granting you a 20K shield in return for say, a 5K shield? The part about that rear-guard attacking during your turn is an even better bonus. This is more than just good, it's fantastic.Battle Deity, Asura Kaiser[ACT](VC)[1/Turn]:[Choose a grade 3 card from your drop zone, and put it on the top of your deck] Shuffle your deck, and until end of turn, this unit gets "[AUTO](VC):When this unit's drive check reveals a grade 3 card, if you have a heart card with "Asura Kaiser" in its card name, choose up to four of your rear-guards, and [Stand] them.".This is too good for a RRR if you ask me. It should bee a GR instead. You're essentially returning your stride fodder to get a higher chance of revealing a Grade 3 during TRIPLE drive check. Imagine having 4 samurais on the field, and a Death Army Lady/Guy. One G3 check will let you stand your WHOLE field in an instant, and those samurais are gonna get a HUGE power-up. If you put a samurai behind your Vanguard, and revealed a G3, and your opponent guarded for 2 or 3 triggers to pass, he's instantly screwed. The power-up that Bear Down Samurai got would be added to the attack, increasing the attack's total power by 15K at max. Then once you're done striding, if your Vanguard is Immortal Asura, you still have a high chance of getting a G3 and wrecking your opponent again with the samurais. For this deck basically, revealing a G3 in drive check every turn would wreck your opponent upside-down.Hyper Metalborg, Heavy Duke[AUTO](VC):[Counter Blast (2)] When this unit attacks a vanguard, you may pay the cost. If you do, until end of that battle, this unit gets "[AUTO](VC):When this unit's attack hits a vanguard, draw a card for each of your heart cards.". Then, if you have a heart card with "Metalborg" in its card name, until end of that battle, your opponent cannot call grade 1 or greater cards from hand to (GC).This is just PERFECT to run with a Sin Buster Legion deck. Stride on top of a Legioned vanguard, and you'll be hitting for about 32K(factoring in a boost). Your opponent has to choose to guard now and be open for Sin Buster next turn, or no guard now, and save shield for Sin Buster. His dilemma comes from the draw part of this stride skill. Since you have 2 hearts, you'll draw 2 on hit compared to Sin Buster's draw 1. The only issue that you'll face is the counterblast cost. Likely your opponent will guard this one to prevent you from getting more cards in hand, but that just means you can finish him off easier with Sin Buster next turn.

Great Warrior, Dudley Geronimo[ACT](VC)[1/Turn]:[Counter Blast (1) & Choose a face down card named "Great Warrior, Dudley Geronimo" from your G zone, and turn it face up] If you have a heart card with "Dudley" in its card name, until end of turn, this unit gets "[AUTO](VC):When your rear-guard attacks, that unit gets [Power]+5000 until end of that battle, and at the end of that battle, put that unit on the bottom of your deck.". Then, if the number of face up cards in your G zone is two or more, until end of turn, this unit gets "[CONT](VC):Your rear-guards may attack a vanguard from the back row.".Spike Brothers just got the boost it needs. Personally, I think the best G3s to run in a deck with this is 3 Dudley Lucifer, 3 Dudley Emperor, and 2 Dudley Moses. Lucifer for the high powered attacks in a full build Dudley deck. Emperor is a back-up boss, and Moses is just to recycle triggers and necessary cards during Legion. The only non-Dudley archetype cards you should be running in this deck are the triggers and Reckless Express. That thing works incredibly well with this G unit. Considering your units can attack from the back row and you would be in late game by then, throw 1 or more Reckless Express into the back row and more attackers in the front row for some major killer attacks.Amon's Claw, Marchocias[ACT](VC)[1/Turn]:[Counter Blast (1)] If you have a heart card with "Amon" in its card name, choose two of your rear-guards with "Amon" in its card name, and those units and this unit get [Power]+3000 for every five cards in your soul until end of turn.Kinda lackluster, but still pretty ok. This is meant to be a late game card, after you've soulcharged enough with Amon's Legion. You would have at approximately 15 soul by then, so that's an extra 9K to 2 rear-guards. Since your opponent would have spent a lot of shield guarding the Legioned attacks in your previous turns, you would be able to get at least one attack through on this turn or deplete his remaining hand. Not much to say here, since the skill is so simple. Just make sure you don't spam Amon's retiring skill before using this, or you may not have enough counterblast left to use necessary skills on the turn you stride this card.Silver Thorn Dragon Master, Mystic Luquier[ACT](VC)[1/Turn]:[Choose two of your rear-guards, and put them into your soul] If you have a heart card with "Luquier" in its card name, Soul Charge (2), choose two cards with "Silver Thorn" in its card name from your soul, and call them to separate (RC).This may seem like a useless card to non-Pale Moon players, but there's advantages to this. Power gaining for one thing. Having those Upright Lions on the field before using this would get them a free extra 6K. You can swap out dead rear-guards like Zelmas and call pressure units like Maricica or Ana, or units with on-call effects like Irina or Zelma, to give your Upright Lion(s) even more power. You can even call back the starter to filter your deck more and put better cards in your soul. Ice Prison Underworld God, Cocytus Negative[ACT](VC)[1/Turn]:[Counter Blast (1) & Put three cards from the top of your deck into your drop zone] If you have a heart card with "Cocytus" in its card name, choose up to one card from your drop zone, call it to (RC). Then, if you call a unit with "Cocytus" in its card name with this effect, choose a grade 1 or less card from your drop zone, call it (RC), and that unit gets [Power]+4000 until end of turn.The best way to use this card is to first make sure you have a Cocytus or Cocytur Reverse in your drop zone. Use this unit's skill, and call a Cocytus, then call our favorite Sea Strollling Banshee for a (almost) free draw. This card essentially nets you a +3 in that one turn. Not to mention you can make a 21K column with Cocytus Reverse and Banshee to force a 15K guard from your opponent. The only downside here, is how fast you will deck out. But that can be easily fixed with a Legion unit in your deck. I would recommend 3 Cocytus, 3 Cocytus Reverse, and 2 Pinot Noir as the G3 lineup in a deck that runs this. Overall, this is another very good and underrated card from FC2015.Legendary PR<3ISM Duo, Nectaria[AUTO](VC):When this unit's attack hits a vanguard, choose one of your rear-guards, and return it to your hand, if you have a heart card with "PR♥ISM" in its card name, choose a card from your hand, call it to (RC), and that unit gets [Power]+5000 until end of turn, if you have a heart card with "Duo" in its card name, search your deck for one card with the same card name as the unit returned with this effect, reveal it to your opponent, put it into your hand, and shuffle your deck.The good part about this card is that you can use it with both main archetypes available in the Bermuda Triangle clan. I'll explain both. In a PRISM deck, the best way to pressure your opponent is to attack with a column that has Celtic in it. If this hits, bounce Celtic, use her skill to add power to your other rear-guard column, and call Slaney to bounce the booster and call another G1 to boost her. Alternatively, call a 12K whacker for whacking. In a Duo deck, you can attack with the Vanguard first, preferably with Peace boosting it. On hit, bounce Peace, use Nectaria's skill to search for another Peace, then use Peace's draw skill. By then you ought to have at least 3 Peace in hand, so it's a free draw for you. But of course, all this depends on Nectaria's attack hitting. Even if it doesn't hit, your opponent would have wasted hand trying to guard it. Kind of a balanced card, not too good, yet not that bad.Carapace Strange Deity, Machining Destroyer[ACT](VC)[1/Turn]:[Counter Blast (1)-card with "Machining" in its card name] If you have a heart card with "Machining" in its card name, choose one of your opponent's rear-guards, and that unit cannot [Stand] during your opponent's next stand phase. Then, if the number of rear-guards you have with "Machining" in its card name is four or more, choose one of your opponent's vanguards, and that unit cannot [Stand] during your opponent's next stand phase.This is quite good. Meant to run in a deck with Machining Spark Hercules and Machining Warsickle, for 1 counterblast, you get to stun your opponent's Vanguard and 1 pesky rear-guard. A hard counter to the current meta now, with Aqua Force and their pesky rear-guards. Your opponent would either have to waste hand to reride and replace the paralyzed rear-guard, or suffer with 1 less twin drive and RG attack. A good card overall to waste your opponent's hand or give them a hard dilemma.School Special Investigator, Leo-pald Chaser[AUTO](VC):When this unit attacks a vanguard, if you have a heart card with "Leo-pald" in its card name, choose one of your rear-guards, and until end of turn, it gets [Power]+4000 and "[AUTO](RC):At the end of your turn, retire this unit.""[AUTO]:During your end phase, when this unit is put into the drop zone from (RC), search your deck for up to one card with the same name as this unit, reveal it to your opponent, put it to your hand, and shuffle the deck.".I see a lot of fun to be had with this card and the G1/2 Hamsuke. With this G unit's skill and Hamsuke's skill, it's a free +2 hand for you. If you strided on top of School Hunter, Leopald, his LB4 skill will activate the same time you retire the rear-guard. Therefore you can activate both the G unit's skill and Leopald's LB4 to revive the rear-guard and get a extra copy in hand. Very good card for Great Nature, even though it only works with Leopald or Leopald Reverse.White Lily Musketeer Captain, Cecilia[ACT](VC)[1/Turn]:[Counter Blast (1) & Choose two of your rear-guards with "Musketeer" in its card name, and retire them] If you have a heart card with "Cecilia" in its card name, look at five cards from the top of your deck, search for up to three cards with "Musketeer" in its card name from among them, call them to separate (RC), and shuffle your deck.Not a very good card. The fact it only works with a Cecilia heart makes things harder. With only the top 5 to look at to call 3 rear-guards, there's a high chance you won't get something good. The best G3 lineup to play in a deck with this G unit is 4 Vera, and 4 Cecilia. Ride Cecilia first to stride and sack some useless fodder or something with an on call effect. Once your field is built up over a few turns on this, ride Vera for end-game pressure.That about covers it for the main strides each clan receives in the upcoming FC2015. I won't cover the RR's for each clan, since most skills are pretty simple and won't set off awesome combos like some of the RRR's here. Feel free to comment below if my analysis of any of the cards is wrong or you have a better opinion. Note: I do not own any of the pictures. All rights goes to the respective owners and Bushiroad Inc.Signing off, Lee Megan